using UnityEngine;

namespace Kayac
{
	public static class MathUtility
	{
		public static bool IsInFrontOfEdge(Vector3 point, Vector3 edgeBegin, Vector3 edgeEnd, Vector3 faceNormal)
		{
			return false;
		}

		public static bool IsInFrontOfEdge(Vector3 point, Vector3 edgeBegin, Vector3 edgeInwardNormal)
		{
			return false;
		}

		public static bool IsIntersectedIn2DProjection(Vector3 a0, Vector3 b0, Vector3 a1, Vector3 b1)
		{
			return false;
		}

		public static bool GetClosestPointsInTimeOnLineSegments(out float t0, out float t1, Vector3 a0, Vector3 b0, Vector3 a1, Vector3 b1)
		{
			t0 = default(float);
			t1 = default(float);
			return false;
		}

		public static float CalcCircleRadiusFrom3Points(Vector2 a, Vector2 b, Vector2 c)
		{
			return 0f;
		}

		public static Vector3 GetNearestPointOnLineSegmentTo(Vector3 l0, Vector3 l1, Vector3 p)
		{
			return default(Vector3);
		}

		public static float GetNearestTimeRayToPoint(Vector3 lineBegin, Vector3 direction, Vector3 point)
		{
			return 0f;
		}

		public static Vector3 SphereSurfaceDistribution()
		{
			return default(Vector3);
		}

		public static float SignedSqrt(float x)
		{
			return 0f;
		}

		public static float AbsMaxElement(Vector3 v)
		{
			return 0f;
		}

		public static int PoissonDistribution(float countPerUnitTime, float duration)
		{
			return 0;
		}

		public static float ExponentialDistributionInterval(float countPerUnitTime)
		{
			return 0f;
		}

		public static Vector3 LimitLength(Vector3 v, float maxL)
		{
			return default(Vector3);
		}

		public static Vector3 SmoothNormalize(Vector3 v, float threshold)
		{
			return default(Vector3);
		}

		public static float NormalizeRadian(float x)
		{
			return 0f;
		}

		public static float ApproxExp2(float x)
		{
			return 0f;
		}

		public static double ApproxExp3(double x)
		{
			return 0.0;
		}

		public static double ApproxExp3Integrated(double x)
		{
			return 0.0;
		}

		public static double ApproxExp4(double x)
		{
			return 0.0;
		}

		public static float ApproxExp3(float x)
		{
			return 0f;
		}

		public static double RoundForMoney(double x)
		{
			return 0.0;
		}
	}
}
